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FPSC Classic Scripts / New Conditions and Actions

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JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 23rd Jun 2008 18:09 Edited at: 23rd Jun 2008 18:16
Hi,
I'm looking to make a list of all the Actions and Conditions that I (and others) would like to see in furutre versions of FPSC. If you'd like me to add anything to them list just post below or e-mail me.

Conditions
Player Weapon Visible - If the player has a weapon that is visible or is being used.
Player has Weapon - If the player has a weapon, whether it is visible or not.
Player visible - If the players sphere is visible. For example it is invisible in the dark.

Actions
objecthealth= - The ability to remove or add on health to objects and characters. Can be used to make explosions and allow objects to run death script.

Thanks for reading,
Miposter

Dar13
16
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Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 23rd Jun 2008 22:02
objecthealth is done in strength in the object's properties and the others i'm kinda confused about

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
JRH
18
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 23rd Jun 2008 23:33
These are for the FPI scripting language. By adding these conditions and actions to the language in the next version of FPSC scripters can greatly improve AI scripts, and add a new edge to a game. This would enable explosions, bomb planting, and a lot more without a lot of trouble. The playerweaponvisible condition would allow the following script (pseudocode):

1:Character ignores player
2layer picks up a weapon, still not visible (0-key), character ignores
3:player uses weapon (#-key)
4:pedestrians run for cover, military units attack.

Dar13
16
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Location: Microsoft VisualStudio 2010 Professional
Posted: 24th Jun 2008 00:54 Edited at: 24th Jun 2008 01:01
ok now i understand...maybe
-EDIT- add plrinrange(takes weapons range and transfers it to the plrdistwithin or plrcanbeseen conditions for snipers only really)

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
Plystire
21
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Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 24th Jun 2008 02:21
I added the "objecthealth" to my Mod a long time ago. Although, I named it "EntityAddHealth" since it made a little more sense to me.

How about these for actions:

MakeEntityLookGood=X
- Increases polycount and depth of shader/maps based upon X.

MakeEntitySmart
- Increases the intelligence of the entity.


Yeah, not gonna happen, but it'd be lovely to see.

Hey! ... Don't look at me like that! I can dream can't I?!


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Dar13
16
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Location: Microsoft VisualStudio 2010 Professional
Posted: 24th Jun 2008 03:16 Edited at: 24th Jun 2008 03:17
you can dream but you can't...um what can't you do?

I know not what WWIII will be fought but I do know that WWIV will be fought with sticks and stones-Albert Einstein
xplosys
18
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Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 26th Jun 2008 23:01
Quote: "MakeEntityLookGood=X
- Increases polycount and depth of shader/maps based upon X.

MakeEntitySmart
- Increases the intelligence of the entity."


LOL. If you're going to dream, dream BIG!

MakeGoodGame=X
- Reads you mind, ignores your ideas, and actually makes a good game.

Best.

xsygx
16
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Joined: 23rd May 2008
Location: Hell
Posted: 26th Jun 2008 23:52
Divide=X
-Cuts the entity in random spots. X is the number of cuts.

Explode=X
-Causes an explosion effect on the entity. X is the number of particles.

Switch=X
-Switches the entity. X is the specified entity.

Growthrate=X
-Causes the entity to dynamically change size. Negative numbers cause them to shrink.

AssociateEntity=X
-Like associate player but for the entity being scripted. 1 is true, 0 is false.

Snapon
-Causes the object to snap along the grid during game-play.

Snapoff
-Causes the object to cease snapping if previously snapped.

Setobjvis=X
-Sets the visibility of the inheriting object relative to AI characters. 0 is invisible, 25 is default.

Setplrvis=X
-Sets the visibility of the iplayer relative to AI characters. 0 is invisible, 25 is default.

Spawnrelative=X
-Spawns an entity relative to another entity.

BumpLoad=X
-Loads a bumpmap for an object.

BumpIntensity=X
-Sets the roughness of the bumpmap on the object. -100 (valley bump), 0 (flat), 100 (mountain bump).

Luminosity=X
-Attributes luminosity to an object.

Reflection=X
-Attributes reflective properties to an object.

Transparency=X
-Attributes transparency to an object.


One can only dream. *sigh*

Gunn3r
18
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Joined: 12th Jun 2006
Location: Portland, OR
Posted: 27th Jun 2008 09:00
Come on, Xplosys... You and me both know that that command will NEVER work... It's gotta be

MakeTheBestGameInTheWorldForMeWithOutAnyWork = X

Possible X values:
Yes
4219
Fungus


Gunn3r Games
Hybrid
17
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Location: In the p-block, group 7.
Posted: 28th Jun 2008 01:16


Trugar
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Location: New York
Posted: 29th Jun 2008 02:28
i want layer commands for fpsc
Indicium
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Posted: 22nd Jul 2008 22:08
Quote: "[code;Artificial Intelligence Script
; by Hybrid

;Header

desc = LOLZ

;Triggers

:state=0,plrdistwithin=19:state=1,HaveGoodDreamsButThenHaveThemCrushedBecauseOfTheLackOfPowerInFpiScriptingAndTheStupidityOfUsRuiningThisPostCausingMeToLolALot=Miposter "


It has no effect??
What am i doing wrong?
Minimovies Inc
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Location: Reeedwwwaaallll!!!
Posted: 24th Jul 2008 00:38
To fix this problem, you may need to reestablish the pre-loading system of the quadinomial reversive extension of the extraminial vortexphysiccorestabliser and adfortumilate the indictment of the unsillobliaclic whilst generofulolliating your hektaquadratokion.

Or perhaps see a psychiatrist.

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Plystire
21
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Location: Staring into the digital ether
Posted: 24th Jul 2008 01:09
Or you can use my patented "Make MakeBelieve Scripts Work" program.

But seriously, I think this has gone way too far off topic.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
17
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Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 24th Jul 2008 01:58
I thought this thread was dead.

Anyhow, with the 1.13 Beta, you CAN add and subtract health from entities.

JRH
18
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Location: Stirling, UK
Posted: 28th Jul 2008 21:35
Thanks for the update, thanks for killing this thread.

At least we all had a good laugh.

CoffeeGrunt
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Joined: 5th Oct 2007
Location: England
Posted: 28th Jul 2008 21:39
Lol. Hey Miposter, you stole my location, changed it to my home country, then added a sad smily next to it......

Are you insulting me?

JRH
18
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Location: Stirling, UK
Posted: 28th Jul 2008 21:43
No, I thought I had come up with my own location slogan. Oh well, looks like I'll have to come up with another one.

For on-readers:
Notice the large use of sarcasm. Neither Scotland or England have very great whether. Where I come from you can have a snowball fight in summer.

CoffeeGrunt
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Location: England
Posted: 28th Jul 2008 21:49 Edited at: 4th Aug 2008 19:32
Where're you from, I was from Paisley........

Don't ask me to describe it, the only word I can find is [Mod Edit]

JRH
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Location: Stirling, UK
Posted: 28th Jul 2008 21:51
I'm from Whitburn, a small town about halfway between Edinburgh and Glasgow, why...

Hybrid
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Location: In the p-block, group 7.
Posted: 28th Jul 2008 21:54
OFF-TOPIC

Now my location is origional.

Minimovies Inc
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Location: Reeedwwwaaallll!!!
Posted: 2nd Aug 2008 23:31
ON-TOPIC

I would like to see "entity timers" so we can use entity specific timers instead of one global timer that is currently here. The global timer causes too many glitches in codes, and should be a priority.

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Hybrid
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Posted: 3rd Aug 2008 04:35
You can use variables as timers.

Flatlander
FPSC Tool Maker
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Location: The Flatlands
Posted: 3rd Aug 2008 07:36
Off topic

Scotland has the highlands, but i'm a . . .

The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC
Hybrid
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Posted: 3rd Aug 2008 19:11
ON-Topic

Just the incvar command and loop it.

Minimovies Inc
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Posted: 4th Aug 2008 01:32
ON-TOPIC AGAIN

Yes, but is one INCvar one second? How long exactly is, for example, 50 variable increase loops?

A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
Hybrid
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Location: In the p-block, group 7.
Posted: 4th Aug 2008 03:04
no, it just adds 1 to the current variable, you can set it to loop, though. Look at the superlight and gravity fpi file in your scriptbank.

Plystire
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Location: Staring into the digital ether
Posted: 4th Aug 2008 07:56
@Minimovies:

Just put into your script a timer... when that timer reaches a certain time, then increment your variable and reset the timer again.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Minimovies Inc
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Posted: 4th Aug 2008 13:15
Nonono, you all misunderstood me. How can I make a timer without using timerreset and timergreater=, and with local variables?
Would this work?



A starting Games Designer. Need levels, characters and anything drawn and designed? Let me know...
uman
Retired Moderator
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Location: UK
Posted: 4th Aug 2008 19:40
I have had to Edit another post to remove flippant and unecessary, for the sake of it use of bad language or offensive posting.

Mods are not going to keep editing these kind of posts continually and having to explain why. Instead action will be taken so if you do it and find yourself on post approval or banned then you will know why.

Action has and will continue to be taken to curtail this kind of behaviour which is on the increase. Dont do it please. The FPSC Mods will do what is needed to keep these boards free of it.

That seems to be clear enough. If its not then wait for the action.




Hybrid
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Location: In the p-block, group 7.
Posted: 4th Aug 2008 22:37
Let's keep this board clean. Just have a state incvar1 and goto another state, then loop it back.



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